Non-Combat Items
Lockpicks
Lockpicks enable you to open locked cabinets and doors. These cabinets are usually the only source for biocells, LAMs, 20 mm ammo, WP rockets, and the LAW. Higher skill in lockpicking significantly decreases the time it takes to pick a lock. This is a very useful skill for someone wishing to use explosives, as it provides 4 types of explosive (2 alternate ammo types, LAMs, and the LAW). The biocells are also useful for stealthy players.
Multitools
Multitools allow you to disable turrets and access repair bots. Higher skill in multitooling significantly decreases the time it takes to pick a lock. Anyone who wants to be able to spend a lot of energy should buy at least one level of this skill.
Medkits
Medkits remove poison and extinguish fire. If you have no legs and use a medkit, it will distribute the first healing points to your legs so that you will be able to walk again. Except in that case, it heals your head first, then your torso, and then your legs. Higher levels of medicine skill greatly increase the number of points healed. It is generally a good idea to keep one on your person at all times in case you lose your legs or get poisoned. If you use it to cure poison, make sure you aren't about to get poisoned again immediately afterwards.
BioCells
Biocells are extremely handy. They restore half of your bio energy, and are essential for anyone wanting to constantly be using augs with a high combined energy drain. They are almost always locked up inside locked cabinets.
|